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authorCampbell Barton <ideasman42@gmail.com>2019-12-11 02:56:14 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-12-11 02:56:53 +0300
commit63d521432e9307643c279237b041a8f2ac6dda9d (patch)
tree5384b15865454dab13207606e8fe2d3dee5939bc /source/blender/draw/engines
parente0fbea9c0d52744c082454a90487768f406bff5a (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c4
-rw-r--r--source/blender/draw/engines/overlay/overlay_antialiasing.c4
-rw-r--r--source/blender/draw/engines/overlay/overlay_motion_path.c6
3 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index 603a4787dba..a6ad7d97922 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -164,8 +164,8 @@ static void eevee_cache_finish(void *vedata)
uint tot_samples = scene_eval->eevee.taa_render_samples;
if (tot_samples == 0) {
- /* use a high number of samples so the outputs accum buffers
- * will have the highest possible precision */
+ /* Use a high number of samples so the outputs accumulation buffers
+ * will have the highest possible precision. */
tot_samples = 1024;
}
EEVEE_renderpasses_output_init(sldata, vedata, tot_samples);
diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.c b/source/blender/draw/engines/overlay/overlay_antialiasing.c
index 8c50bfac908..751c6dc7016 100644
--- a/source/blender/draw/engines/overlay/overlay_antialiasing.c
+++ b/source/blender/draw/engines/overlay/overlay_antialiasing.c
@@ -39,10 +39,10 @@
*
* This technique has one major shortcoming compared to MSAA:
* - It handles (initial) partial visibility poorly (because of single sample). This makes
- * overlaping / crossing wires a bit too thin at their intersection.
+ * overlapping / crossing wires a bit too thin at their intersection.
* Wireframe meshes overlaid over solid meshes can have half of the edge missing due to
* z-fighting (this has workaround).
- * Another manifestation of this, is fickering of really dense wireframe if using small
+ * Another manifestation of this, is flickering of really dense wireframe if using small
* line thickness (also has workaround).
*
* The pros of this approach are many:
diff --git a/source/blender/draw/engines/overlay/overlay_motion_path.c b/source/blender/draw/engines/overlay/overlay_motion_path.c
index 349f17d3d7d..a532618d472 100644
--- a/source/blender/draw/engines/overlay/overlay_motion_path.c
+++ b/source/blender/draw/engines/overlay/overlay_motion_path.c
@@ -170,7 +170,7 @@ static void motion_path_cache(OVERLAY_Data *vedata,
DRW_shgroup_call_range(grp, mpath_batch_points_get(mpath), start_index, len);
}
- /* Draw frame numbers at each framestep value */
+ /* Draw frame numbers at each frame-step value. */
if (show_frame_no || (show_keyframes_no && show_keyframes)) {
int i;
uchar col[4], col_kf[4];
@@ -193,8 +193,8 @@ static void motion_path_cache(OVERLAY_Data *vedata,
else if (show_frame_no) {
bMotionPathVert *mpvP = (mpv - stepsize);
bMotionPathVert *mpvN = (mpv + stepsize);
- /* Only draw framenum if several consecutive highlighted points don't occur on same point.
- */
+ /* Only draw frame number if several consecutive highlighted points
+ * don't occur on same point. */
if ((equals_v3v3(mpv->co, mpvP->co) == 0) || (equals_v3v3(mpv->co, mpvN->co) == 0)) {
numstr_len = BLI_snprintf(numstr, sizeof(numstr), " %d", frame);
DRW_text_cache_add(dt, mpv->co, numstr, numstr_len, 0, 0, txt_flag, col);